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Two Dimensional

Viewing

Two Dimensional
Viewing

A graphics package allows a user to specify which part of a defined


picture is to be displayed and where that part is to be displayed on
the display device.
Any convenient Cartesian coordinate system, referred to as the
world-coordinate reference frame, can be used to define the
picture.
For a two-dimensional picture, a view is selected by specifying a
sub area of the total picture area.
The picture parts within the selected areas are then mapped onto
specified areas of the device coordinates.
The process of selecting and viewing the picture with different
views is called windowing.
A process which divides each element of the picture into its visible
and invisible portions, allowing the invisible portion to be
discarded is called clipping.

2D VIEWING

The Viewing Pipeline

A world-coordinate area selected for display is called


a window.
An area on a display device to which a window is
mapped is called a viewport.
The window defines what is to be viewed; the
viewport defines where is to be displayed.
Windows & viewports are rectangles in standard
positions,with the rectangular edges parallel to the
coordinate axes.
The mapping of the part of a world coordinate scene
to device coordinate is referred as a windowing
transformation or window-to-viewport
transformation or viewing transformation

2D VIEWING

2D VIEWING

2D VIEWING

Objects are placed into the scene by modeling transformations to a


master coordinate system, commonly referred to as the world
coordinate system (WC).
A rectangular window with its edges parallel to the axes of the WC
is used to select the portion of the scene for which an image is to
be generated. This is referred as viewing coordinate system
(VC). The viewing coordinate reference frame is used to provide a
method for setting up arbitrary orientations for rectangular
windows.
Viewing Coordinate are then converted to Normalized device
coordinate system.This is a device independent tool or unit.In
this,the screen measures 1 unit wide & 1 unit length.The lower left
corner of the screen is at the origin & the upper right corner is the
point(1,1).
The point(0.5,0.5) is the center of the screen no matter what the
resolution of the the actual display device may be.
At the final step, these normalized device coordinates are
converted to actual device coordinates.

2D VIEWING

2D VIEWING

2D VIEWING

A point at position (xw, yw) in the window is mapped into


position (xv, yv) in the associated viewport.
To maintain the same relative placement in the viewport
as in the window, we require that
(xv - xvmin) / (xvmax xvmin) = (xw - xwmin) / (xwmax xwmin)
(yv - yvmin) / (yvmax yvmin) = (yw - ywmin) / (ywmax ywmin)
Solving these expressions for the viewport position (xv,
yv), we have
xv = xvmin + (xw - xwmin) sx
yv = yvmin + (yw - ywmin) sy
where the scaling factors are
sx = (xvmax xvmin) / (xwmax xwmin)
sy = (yvmax yvmin) / (ywmax ywmin)

2D VIEWING

The above equation converts the window


area into the viewport area.
This conversion is performed with the
following sequence of transformation:
Perform a scaling transformation using a
fixed-point position of that scales the window
area to the size of the viewport.
Translate the scaled window area to the
position of the viewport.

WORKSTATION
TRANSFORMATION
The window defined in world coordinates is first

1.

2.

3.

transformed into normalized device coordinates.


The normalized window is then transformed into the
viewport coordinate.
This window to viewport coordinate transformation is
known as workstation transformation.
It is achieved by performing following steps:
The object together with its window is translated until
the lower left corner of the window is at the origin.
Object and window are scaled until the window has
the dimensions of the viewport.
Translate the viewport to its correct position on the
screen.

Thank You

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